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rogueviz::nilrider:: adjust to new action_states
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@ -103,15 +103,14 @@ bool turn(int delta) {
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if(planning_mode && !view_replay) return false;
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if(planning_mode && !view_replay) return false;
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multi::get_actions(scfg_nilrider);
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multi::get_actions(scfg_nilrider);
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auto& a = multi::actionspressed;
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auto& act = multi::action_states[1];
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auto& la = multi::lactionpressed;
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ld mul = 1;
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ld mul = 1;
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if(a[16+4]) mul /= 5;
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if(act[4]) mul /= 5;
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if(a[16+3] && !paused) curlev->current.heading_angle -= aimspeed_key_x * mul * delta / 1000.;
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if(act[3] && !paused) curlev->current.heading_angle -= aimspeed_key_x * mul * delta / 1000.;
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if(a[16+1] && !paused) curlev->current.heading_angle += aimspeed_key_x * mul * delta / 1000.;
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if(act[1] && !paused) curlev->current.heading_angle += aimspeed_key_x * mul * delta / 1000.;
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if(a[16+2] && !paused) min_gfx_slope -= aimspeed_key_y * mul * delta / 1000.;
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if(act[2] && !paused) min_gfx_slope -= aimspeed_key_y * mul * delta / 1000.;
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if(a[16+0] && !paused) min_gfx_slope += aimspeed_key_y * mul * delta / 1000.;
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if(act[0] && !paused) min_gfx_slope += aimspeed_key_y * mul * delta / 1000.;
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curlev->current.heading_angle -= aimspeed_mouse_x * mouseaim_x * mul;
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curlev->current.heading_angle -= aimspeed_mouse_x * mouseaim_x * mul;
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min_gfx_slope += aimspeed_mouse_y * mouseaim_y * mul;
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min_gfx_slope += aimspeed_mouse_y * mouseaim_y * mul;
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@ -128,8 +127,8 @@ bool turn(int delta) {
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backing = false;
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backing = false;
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if(a[16+6]) {
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if(act[6]) {
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if(!la[16+6]) reversals++;
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if(!act[6].last) reversals++;
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if(planning_mode)
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if(planning_mode)
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simulation_start_tick += 2*delta;
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simulation_start_tick += 2*delta;
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else for(int i=0; i<delta; i++) {
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else for(int i=0; i<delta; i++) {
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